High-Powered Roleplaying

The Rule of Logical Conclusions

The Renedge campaign style is both pretty free-form and rules intensive. You can do just about anything you set your mind to, but there may be rules and precedents. Of course to be truly amazing at some endeavor you must have something like a stat for it on a character sheet. There is one factor that both constrains possibilities and increases them at the same time. Cause and Effect play a big role in what transpires. If you are looking left, you are not looking right. If you spend your life perfecting your swordsmanship, you are a great swordsman but not a great archer. In every aspect of the game, choices will lead to logical conclusions.   Powerful spells may have synergy with the environment in some situations and be rather uninspiring in others. The players, the non-player characters and the environment all interact with each other with or without you, it is a living world that adapts and changes. There are rules, but there are meddling gods that might shade things a bit to further their own goals.  

Preparation is key

At high levels, PCs will face outright deadly environments, challenges and foes. The worst thing that can happen to a group of PCs is to be caught completely off guard. Players should plan ahead and prepare before venturing forth. Most parties will have resources at their disposal - magical or otherwise - to cover most circumstances. Basic preparations like magical spells that keep people from being one-rounded in melee. Wards against deadly magical effects are also a must. These things can be done through magic items as well. The DM will not be looking to get the PCs with super deadly attacks at every turn just to laugh and point out what countermeasures should have been ready. However, if clues and cues are given to be ready for something and the players do not react, it is not the DM's fault if they have a harder time then otherwise expected. Being well prepared means getting through a lot of fights easier, being really prepared means possibly blindsiding the villain or bad guy because you saw that coming and had a thing for it.  

Teamwork or Else

Renedge encourages combinations and synergies to be developed by players. The tools are there for a reason. There are few limiters to combining various maneuvers, effects and strategies. Just be warned: one-trick ponies run out of tricks fast. To keep things entertaining, the DM will throw unexpected and new situations at the players. Your special trick might not always work as you expect. Your foes might have their own tricks as well. It is a living world and if you find an awesome trick, odds are someone found it before you, or upon finding out about what it was someone may develop a counter.   There was once a Wizard who used a lot of Prismatic spells, and because they were so hard to deal with he claimed to be invulnerable and made a name for himself. This ended when an upstart rival researched a new spell that countered his favorite spells and turned them upon him. (Level 5 spell Prismatic Zap. Readily available due to said wizard distributing it widely as a last taunt to his defeated foe.)   Also remember generally the challenges are meant to be faced by the whole party, going off by yourself to challenge them by yourself is very ‘brave’ but carries with it an astoundingly high mortality rate. Similarly infighting can have unfortunate effects when you then face the enemy that was ready to face your full party with less than full resources.

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